Antonio A. Sánchez-Ruiz

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Developing a CBR application from scratch is a hard task. However many components of the system could be reused from previous developments. Based on this idea, our research group has developed jcolibri, an object-oriented framework in Java for building CBR systems that greatly benefits from the reuse of previously developed CBR systems. In this paper we(More)
In this paper we present a novel approach for developing adaptive game AI by combining case based planning techniques and ontological knowledge from the game environment. The proposed architecture combines several components: a case-based hierarchical planner (Repair-SHOP), a bridge to connect and reason with Ontologies formalized in Description Logics(More)
The use of three-dimensional virtual environments in training applications supports the simulation of complex scenarios and realistic object behaviour. While these environments have the potential to provide an advanced training experience to students, it is difficult to design and manage a training session in real time due to the number of parameters to pay(More)
Authoring the AI for non-player characters (NPCs) in modern video games is an increasingly complex task. Designers and programmers must collaborate to resolve a tension between believable agents with emergent behaviours and scripted story lines. Behaviour trees (BTs) have been proposed as an expressive mechanism that let designers author complex behaviours(More)
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